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Note: Wait! Stop! You do not need to copy this actor's code into your project! Here's why:
- This actor is already defined in GZDoom, there's no reason to define it again.
- In fact, trying to define an actor with the same name will cause an error (because it already exists).
- If you want to make your own version of this actor, use inheritance.
- Definitions for existing actors are put on the wiki for reference purpose only.
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Light amplification power
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Actor type
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Power
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Game
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(ZDoom)
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DoomEd Number
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None
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Class Name
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PowerLightAmp
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Classes: Inventory→Powerup→PowerLightAmp
→PowerTorch
One of the many powerups, i.e. items based on the Powerup class. While an item of this class is placed in an actor's inventory, the actor will be affected by it. Usually powerups are given through a PowerupGiver, but they can be given directly as well (see here for more details).
PowerLightAmp fully illuminates the level. The most basic example of it is Doom's Light Amplification Goggles.
The effect is provided by setting the owner's PlayerInfo field player.fixedlightlevel
to 1.
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Note: The ZScript definition below is for reference and may be different in the current version of GZDoom.The most up-to-date version of this code can be found on GZDoom GitHub.
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class PowerLightAmp : Powerup
{
Default
{
Powerup.Duration -120;
}
//===========================================================================
//
// APowerLightAmp :: DoEffect
//
//===========================================================================
override void DoEffect ()
{
Super.DoEffect ();
let player = Owner.player;
if (player != NULL && player.fixedcolormap < PlayerInfo.NUMCOLORMAPS)
{
if (!isBlinking())
{
player.fixedlightlevel = 1;
}
else
{
player.fixedlightlevel = -1;
}
}
}
//===========================================================================
//
// APowerLightAmp :: EndEffect
//
//===========================================================================
override void EndEffect ()
{
Super.EndEffect();
if (Owner != NULL && Owner.player != NULL && Owner.player.fixedcolormap < PlayerInfo.NUMCOLORMAPS)
{
Owner.player.fixedlightlevel = -1;
}
}
}
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Note: This is legacy code, kept for archival purposes only. DECORATE is deprecated in GZDoom and is completely superseded by ZScript. GZDoom internally uses the ZScript definition above.
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ACTOR PowerLightAmp : Powerup native
{
Powerup.Duration -120
}